We tend to think - finally, at least je do - real-time strategy games as also divided between the basic construction pleasantly stupid and the collection of resources, and occasional skirmishes but rarely filled with tension. Certainly, there are exceptions. Nobody ever watched a professional Starcraft match and thought it was a super relaxing experience. AGE OF DARKNESS: Final Stand amplifies anxiety by superimposing a difficulty similar to You Will Die to a somewhat traditional RTS mechanics and the result is a unique and stimulating reshuffle of something familiar.
Now in anticipated access, Age of Darkness: Final Stand still lacks many features like more than one playable hero or the complete campaign. However, it offers a pretty clear overview of what joyfully sadistic developers have in mind. It challenges you to achieve what could be an inaccessible goal (at least for mortals), which is to survive an assault of 70,000 enemies.
The gameplay in Age of Darkness: Final Stand is divided into daytime activities and survival Night of Death . During the day, your hero and your group of warlords explore the environment and earn points by sending usually low enemies that are neither very aggressive nor found in large numbers. Back to your humble outpost, you do the kind of task common to most RTS games. You cut wood, extract ore, collect food and build walls against the forces of harm to come. Above all, you hope to have made the right decisions because when the night of death arrives and the veil surrounds your camp, the nightmares will emerge and attack. If you survive at night, you will receive a selection of blessings that will help you accelerate your construction or strengthen your hero or defenses. The night comes back and the wave of nightmares has more than tripled. Fall and it s over. As if these conditions were not already challenges for your strategy, every night you are negatively afflicted by random wicks, and contact with the fog of death the wall of emptiness itself drains the life of your strength.
At least at the beginning of each game, the basic construction seems terribly slow and precarious, especially in the light of what will happen. Do you devote resources to the construction of defensive walls or the creation of more workers? Tie your meager stores to create a heterogeneous band of warriors to repel the monsters of the first night of death, or gather food and wood and hope that your hero and your departure team can keep the things under control? How far from your database dare you venture, knowing that there are treasures to have? Even when you become more powerful, choices never become easier and the game will intentionally feel you always feel at least a little unprepared.
At this stage of development, there are many unknowns, as what the campaign will look like, how will the other heroes will have an impact on the game and if the final product will integrate the player gently or not. Fortunately, the game offers many options to make things easier or, for truly masochists, more difficult. There are also many ways to adjust visuals and controls. Speaking of visuals, I am a follower of the ambiances Dark Fantasy, so I really liked the artistic style of Age of Darkness: Final Stand, which looks like what you would get if you take Age of Empires and pass it through a Goth sinister dark filter. The lighting is well done, contrasting with rich saturated colors and deep shadows, with lots of details in units and structures. The orchestral partition is a gloomy and heroic tower.
I appreciate any game where his mission statement and execution are aligned, even if the mission is to kick off the sidewalk. AGE OF DARKNESS: Final Stand is a promising debut. Although Age of Darkness does not try to hide his difficulty, it s more than a game to an idea and it can be understood and mastered by mortals like you and me. I look forward to following its progress because it adds more content and features in the coming months.
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